《游戏引擎中实时光线追踪的进展:全局照明、焦散与透明.pdf》由会员分享,可在线阅读,更多相关《游戏引擎中实时光线追踪的进展:全局照明、焦散与透明.pdf(68页珍藏版)》请在三个皮匠报告上搜索。
1、$ NVIDIA %/0123456789:;?ABCDEFA?ABCDEFA 2 GHGH 45?AIJK 6LMNO PQ67R9 JKNO 45CD STCD UTCD FAVW XYFA ZFA FA NVRTX UE4 _ abcNvRTX4d_ 3 45?AIJK Marbles RTX, NVIDIA 4 efgh 6i(light maps): Quake II, Source Engine jkl6m(virtual point lights): CryENGINE 3, The Last of Us, Uncharted 4 nopq(reflective shadow m
2、aps): CryENGINE 3, The Last of Us, Gears of War 4, Uncharted 4 6rsTt(light propagation volumes): CryENGINE 3, Civilization 7 uvTw6xR9(sparse voxel cone tracing): The Tomorrow Children yz|?A(screen space global illumination): Unreal Engine 4, Unity PQ6789JK(stochastic raytracing and denoising): Metro
3、 Exodus, Minecraft, Unreal Engine 4 6LM(irradiance probes): Far Cry 3 5 NO 6LM(Irradiance Probes) H)* V“” 5ip PQ6789+JK(Stochastic Ray Tracing + Denoising) )* V B5Kl - 3: 6 6LM:RTXGIN 5LM LMESTF 7 6LM:RTXGIN LM 1.6ST:, H :LM 2.LM: Gather Point Buffer 6 struct FGatherSample float3 B; float3 P; float3 irradiance; ; StructuredBuffer GatherBuffer; * ?+AbB” 1 2 3 4 5 B P Gather Point Buffer (1/n resolu